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標(biāo)題: Titlebook: Beginning Java Game Development with LibGDX; Lee Stemkoski Book 20151st edition LEE STEMKOSKI 2015 Game development.LibGDX.2D games.Java.U [打印本頁(yè)]

作者: 小天使    時(shí)間: 2025-3-21 18:28
書目名稱Beginning Java Game Development with LibGDX影響因子(影響力)




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書目名稱Beginning Java Game Development with LibGDX網(wǎng)絡(luò)公開度學(xué)科排名




書目名稱Beginning Java Game Development with LibGDX被引頻次




書目名稱Beginning Java Game Development with LibGDX被引頻次學(xué)科排名




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書目名稱Beginning Java Game Development with LibGDX年度引用學(xué)科排名




書目名稱Beginning Java Game Development with LibGDX讀者反饋




書目名稱Beginning Java Game Development with LibGDX讀者反饋學(xué)科排名





作者: 裙帶關(guān)系    時(shí)間: 2025-3-21 22:39

作者: 內(nèi)閣    時(shí)間: 2025-3-22 03:56

作者: aristocracy    時(shí)間: 2025-3-22 06:58
Additional Game Case Studies, not a polished product—for example, none has a Start menu or a user interface, and we won’t implement win or lose conditions (these are left for the you to implement as recommended “Next Steps” at the end of each section). Nonetheless, the techniques covered should prove to be useful for many situa
作者: Charlatan    時(shí)間: 2025-3-22 10:22

作者: 是貪求    時(shí)間: 2025-3-22 14:19

作者: Genome    時(shí)間: 2025-3-22 17:42
https://doi.org/10.1007/978-1-84800-036-0This chapter builds on the Starfish Collector game introduced in the previous chapter. The core game play remains the same; the additions include background music and sound effects, as well as a user interface with customized bitmap fonts, image-based buttons, and other UI controls.
作者: 輕快來事    時(shí)間: 2025-3-23 00:11
Chris Janes,Tom Andrews,Mohamed Adbel-MaguidThis chapter covers how to use third-party software and libraries to simplify your workflow and increase the sophistication of your games. In particular, you will use the following:
作者: 效果    時(shí)間: 2025-3-23 02:24
https://doi.org/10.1007/978-3-319-15102-1This final chapter presents a variety of steps to consider as you continue on in game development. Among these, you’ll explore working on additional projects, learning skills in related areas, and bringing your games to a wider audience. Along the way, the chapter presents lists of resources of all types, and general advice for many situations.
作者: HOWL    時(shí)間: 2025-3-23 06:09

作者: 6Applepolish    時(shí)間: 2025-3-23 12:50
The LibGDX Framework,This chapter introduces many of the major features of the LibGDX library. It illustrates how to use them in the process of creating a game called ., where you help the player’s character, Mousey, scurry around the floor while looking for a tasty piece of cheese.
作者: 變異    時(shí)間: 2025-3-23 17:01
Adding Polish to Your Game,This chapter builds on the Starfish Collector game introduced in the previous chapter. The core game play remains the same; the additions include background music and sound effects, as well as a user interface with customized bitmap fonts, image-based buttons, and other UI controls.
作者: Cosmopolitan    時(shí)間: 2025-3-23 21:01
Integrating Third-Party Software,This chapter covers how to use third-party software and libraries to simplify your workflow and increase the sophistication of your games. In particular, you will use the following:
作者: 玩笑    時(shí)間: 2025-3-23 22:28
The Journey Continues,This final chapter presents a variety of steps to consider as you continue on in game development. Among these, you’ll explore working on additional projects, learning skills in related areas, and bringing your games to a wider audience. Along the way, the chapter presents lists of resources of all types, and general advice for many situations.
作者: alabaster    時(shí)間: 2025-3-24 05:44

作者: 無底    時(shí)間: 2025-3-24 08:51
https://doi.org/10.1007/978-1-4842-1500-5Game development; LibGDX; 2D games; Java; UI design
作者: fulcrum    時(shí)間: 2025-3-24 12:03
https://doi.org/10.1007/978-1-84800-036-0mple example of a “Hello, World!” program, and explore it in enough detail to understand the different parts. Finally, you’ll learn some of the advantages to be gained by working with the LibGDX library.
作者: 行為    時(shí)間: 2025-3-24 16:12
https://doi.org/10.1007/978-3-319-75175-7 not a polished product—for example, none has a Start menu or a user interface, and we won’t implement win or lose conditions (these are left for the you to implement as recommended “Next Steps” at the end of each section). Nonetheless, the techniques covered should prove to be useful for many situations.
作者: 設(shè)施    時(shí)間: 2025-3-24 20:18
Getting Started with Java and LibGDX,mple example of a “Hello, World!” program, and explore it in enough detail to understand the different parts. Finally, you’ll learn some of the advantages to be gained by working with the LibGDX library.
作者: 絆住    時(shí)間: 2025-3-25 02:40

作者: A保存的    時(shí)間: 2025-3-25 04:45

作者: 記成螞蟻    時(shí)間: 2025-3-25 09:12
Understanding Interactive Media,pter by refactoring common elements into new classes that can be reused as needed. This will also make it easier to introduce more-advanced features, such as new methods for processing user input. Then you will see how your new classes can be used as a basis for additional game projects. Finally, yo
作者: 熔巖    時(shí)間: 2025-3-25 14:11

作者: 開始從未    時(shí)間: 2025-3-25 16:08

作者: aphasia    時(shí)間: 2025-3-25 20:08

作者: anatomical    時(shí)間: 2025-3-26 03:34
Lee StemkoskiNo prior programming experience is required; appropriate for ages 14 and older.Create 12 video game prototypes, more than any other book in this area.Emphasizes both design/aesthetic and technical/pro
作者: FIS    時(shí)間: 2025-3-26 07:49

作者: Collected    時(shí)間: 2025-3-26 11:23

作者: 吞沒    時(shí)間: 2025-3-26 13:25
arn to incorporate them into your own projects. The book also focuses on teaching core Java programming concepts and applying them to game development..What You Will Learn.How to use the LibGDX framework to cre978-1-4842-1500-5
作者: exophthalmos    時(shí)間: 2025-3-26 20:45

作者: Obvious    時(shí)間: 2025-3-26 23:41
Book 20151st editionow to design video game programs and how to build them in Java. You will be able to create your own 2D games, using various hardware for input (keyboard/mouse, gamepad controllers, or touchscreen), and create executable versions of your games. The LibGDX library facilitates the game development proc
作者: 清醒    時(shí)間: 2025-3-27 01:21

作者: Ptsd429    時(shí)間: 2025-3-27 09:17

作者: 不適    時(shí)間: 2025-3-27 09:44
Understanding Interactive Media,such as new methods for processing user input. Then you will see how your new classes can be used as a basis for additional game projects. Finally, you will improve your custom extensions of the . class by adding improved collision detection and response, managing multiple animations, and implementing physics-based movement.
作者: Dri727    時(shí)間: 2025-3-27 16:21
Extending the Framework,such as new methods for processing user input. Then you will see how your new classes can be used as a basis for additional game projects. Finally, you will improve your custom extensions of the . class by adding improved collision detection and response, managing multiple animations, and implementing physics-based movement.
作者: NOTCH    時(shí)間: 2025-3-27 21:37
Michael E. Auer,Thrasyvoulos Tsiatsosethods in LibGDX; you can simulate single-touch input (but not multitouch input) with the mouse. On the other hand, if neither gamepad nor touch-based input is of interest to you, this entire chapter may be omitted without loss of continuity.
作者: 提升    時(shí)間: 2025-3-28 00:07

作者: 宿醉    時(shí)間: 2025-3-28 03:44
SIV-MAC: An Efficient MAC Schemece can be further improved. We show here how tagging messages can reach asymptotic performance of ?0.3?cycles per byte. Finally, we explain why a key can be used for safely processing ?2. bytes before it needs to be rotated.
作者: Cholesterol    時(shí)間: 2025-3-28 08:34

作者: 火車車輪    時(shí)間: 2025-3-28 10:51

作者: 溺愛    時(shí)間: 2025-3-28 15:36

作者: 撫慰    時(shí)間: 2025-3-28 22:48

作者: carotenoids    時(shí)間: 2025-3-29 02:24

作者: 有毒    時(shí)間: 2025-3-29 04:03





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